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PENGEMBANGAN BAHAN AJAR CHATBOT BERBASIS ARTIFICIAL INTELLIGENCE PADA MATERI SISTEM PERNAPASAN MAKHLUK HIDUP DI SEKOLAH DASAR 小学里生物呼吸系统材料的人工智能开发
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10517
Ony Selvina, Vidya Setyaningrum, D. Atmaja
The purpoise oif this research is toi describe the proicess oif develoiping chatboit teaching materials based oin artificial intelligence oin living things' respiratoiry system material, toi describe the quality oif artificial intelligence based chatboit teaching materials oin living things' respiratoiry system material, and toi describe students' respoinses toi chatboit based teaching materials. artificial intelligence oin the material oif the respiratoiry system oif living things. This research is research and develoipment (R&D) using the 4D develoipment moidel by Thiagarajan et al with its phases namely define, design, develoipment, and disseminate. The data were oibtained froim validating the eligibility questioinnaire foir teaching materials and student respoinse questioinnaires, validating chatboit teaching material proiducts, and student respoinses. The results shoiwed that the validatioin oif the instrument oibtained a CVI value oif 1 which placed it in the very feasible categoiry. Validatioin by material experts, soiftware experts, and linguists goit a CVI scoire oif 1 in the very high categoiry. As well as student respoinses 63.52% stroingly agree and 36.72% agree. Based oin the results oif the study it can be coincluded that chatboit teaching materials are valid and can be used by students
本研究的目的是描述基于人工智能和生物呼吸系统材料的聊天教材的开发过程,描述基于人工智能的聊天教材和生物呼吸系统材料的质量,描述学生对基于聊天教材的反应。人工智能与生物呼吸系统的物质有关。本研究采用Thiagarajan等人的4D开发模型进行研发(R&D),其阶段为定义、设计、开发、传播。这些数据是通过验证教材的合格性问卷和学生回答问卷、验证chatbot教材产品和学生回答获得的。结果表明,该仪器的验证获得了1的CVI值,使其处于非常可行的类别。材料专家、软件专家和语言学家的验证在非常高的类别中获得了1分的CVI得分。63.52%的学生表示非常同意,36.72%的学生表示同意。研究结果表明,聊天教材是有效的,可供学生使用
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引用次数: 1
PENINGKATAN KETERAMPILAN LITERAS BACA TULIS MELALUI MEMBACA EKSTENSIF UNTUK MENINGKATKAN KEMAMPUAN BERFIKIR TINGKAT TINGGI DI SEKOLAH DASAR 通过广泛的阅读提高读写能力,以提高小学阶段的思维能力
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10506
Nourma Yunita, Sri Suryanti, Sindy Ayu L.R, Nadia Putri L
Students have speed reading skills are very important if they want to progress and develop and not be left behind with the current situation. With this skill, students will not be left behind in responding to the rapid flow of information and ideas that daily flood print and electronic media. How to improve extensive reading skills in order to improve thinking skills by using several methods including preview, read, review with jump reading techniques, The purpose of conducting this study is to analyze extensive reading skills, and analyze changes in high-level thinking patterns using several methods including preview, read, review with jump reading techniques in order to improve the thinking skills of grade V students at SD Muhammadiyah 1 GKB Gresik. The study uses the action research method which includes two cycles. Each cycle consists of four of them that are planned, actioned, observed, and reflected. To conduct data analysis carried out quantitatively and qualitatively, Extensive reading can be used several methods of preview, read, review with jump reading techniques to improve the ability of thinking grade V students at SD Muhammadiyah 1 GKB Gresik has run optimally. The research data carried out by the analysis, about increasing extensive reading skills using 3 preview, read, review methods with jump reading techniques is 15%. The result of the average value of the first cycle is 68.68 and the average value of the second cycle is 81.10. Conclusion of the average value of extensive reading skills to improve thinking skills using 3 methods preview, read, review with jumping reading techniques increased well. There is a change in the level of thinking skills and behavior that students show, namely students are increasingly excited, active, serious, and interested in extensive reading learning using 3 methods of preview, read, review with jump reading techniques
如果学生想要进步和发展,而不是落后于现状,那么他们的快速阅读技能是非常重要的。有了这项技能,学生在应对每天充斥印刷和电子媒体的信息和思想的快速流动时不会落后。如何通过预习、读读、跳读等方法提高泛读能力,从而提高思维能力。本研究的目的是分析泛读能力,并通过预习、读读、跳读等方法分析高水平思维模式的变化,以提高SD Muhammadiyah 1 GKB Gresik五年级学生的思维能力。本研究采用行动研究法,分为两个周期。每个周期由计划、行动、观察和反映的四个周期组成。为了进行定量和定性的数据分析,广泛性阅读可以采用预习、阅读、复习和跳跃阅读等几种方法来提高五年级学生在SD Muhammadiyah 1 GKB Gresik的思维能力。通过对研究数据的分析,采用预习、阅读、复习3种方法结合跳跃阅读技巧提高泛读能力的比例为15%。第一个周期的平均值为68.68,第二个周期的平均值为81.10。结论泛读技能的平均值对思维技能的提高采用预习、预读、复习配合跳跃式阅读技巧有较好的提高。学生的思维能力和行为水平发生了变化,即通过预习、阅读、复习和跳跃阅读三种方法,学生对泛读学习的兴趣日益高涨、活跃、认真
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引用次数: 0
PENGEMBANGAN BAHAN AJAR ELEKTRONIK MENGGUNAKAN APLIKASI FLIP PDF CORPORATE EDITION PADA PEMBELAJARAN TEMATIK TERPADU DI SEKOLAH DASAR
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10552
Rico Aulia Rahman, Mai Sri Lena
The research objective is to develop and produce electronic teaching material products using applications Flip PDF Corporate Edition in learning Theme 6(Heat and Its Transfer) Sub-theme 1(Temperature and Heat) in learning 3 class V (Five) SDN 12 Kampung Durian, Padang City. Research development also aims to see the validity and feasibility of the electronic teaching materials that have been developed. Development of electronic teaching materials using applications Flip PDF Corporate Editions tudied using the ADDIE model which consists of five stages namely Analysis, Design, Development, Implementation, Evaluation. Research on the development of electronic teaching materials begins with analyzing class needs, designing or designing electronic teaching materials, then carrying out the development of electronic teaching materials, then conducting validation by experts, revising electronic teaching materials. After carrying out revisions from experts, implementation of electronic teaching materials with predetermined subjects was carried out. The average of the validation values by the material, language, and teaching material validators shows that electronic teaching materials can be used in the learning process with an overall score of 94.17% validation percentage with 95% material validation results, 90% language validation results and material validation results teaching 97.5%. In the implementation and practicality stages, the response from the teacher and students was very good for the electronic teaching materials that had been used. The result of the teacher's response is 97.14%. And students 96.4%. From the research results it can be concluded that electronic teaching materials use applications Flip PDF Corporate Edition has been valid, very interesting, and appropriate for students to use in the learning process
本研究的目的是在巴东市甘榜榴莲区SDN 12班学习主题6(热量及其传递)子主题1(温度与热量)中使用应用程序Flip PDF Corporate Edition开发和制作电子教材产品。研究开发的目的还在于考察所开发的电子教材的有效性和可行性。运用ADDIE模型研究了电子教材的开发,该模型分为分析、设计、开发、实施、评价五个阶段。电子教材开发的研究从分析课堂需求、设计或设计电子教材开始,然后进行电子教材的开发,然后进行专家验证,修改电子教材。经过专家的修订,实施了预定科目的电子教材。材料验证者、语言验证者和教材验证者验证值的平均值表明,电子教材可用于学习过程,总体验证率为94.17%,其中材料验证结果为95%,语言验证结果为90%,教材验证结果为97.5%。在实施和实践阶段,教师和学生对所使用的电子教材的反应非常好。教师的回答结果为97.14%。学生占96.4%。从研究结果可以得出结论,电子教材使用应用程序Flip PDF企业版已经有效,非常有趣,适合学生在学习过程中使用
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引用次数: 1
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN APLIKASI CANVA PADA PEMBELAJARAN TEMATIK TERPADU DI KELAS V SEKOLAH DASAR V小学V班使用CANVA应用程序进行综合专题学习
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10553
Muhenda Hafidh, Mai Sri Lena
This research is motivated by the limited use of attractive and easy-to-understand digital media that can stimulate students in learning. The purpose of this study was to produce learning animated videos using the Canva application for valid and practical integrated thematic learning for class V SD, as well as to determine the validity and practicality of the media being developed. This type of research is development research (R&D). Using a 4D model consisting of several stages (Define, Design, Develop, Dissiminate). This research was only carried out until the development stage (Develop) due to limited time and available funds. The subjects of this study were 3 experts, 1 teacher and 27 students of class V SDN 12 Kampung Durian. The results of research on developing learning media using the Canva application obtained a validity level of 93.75% from the media aspect from the language aspect 95% and from the material aspect 88%. Based on the results of the teacher's response and also the results of the responses of students in research schools in schools it can be seen that learning using learning media the percentage of teacher responses at SDN 12 Kampung durian is 94% while the percentage of student responses is 96.6%. Thus it was concluded that the learning media using the Canva application in integrated thematic learning for class V elementary school had been declared valid and practically used in the learning process. Based on the results of the teacher's response and also the results of the responses of students in research schools in schools it can be seen that learning using learning media the percentage of teacher responses at SDN 12 Kampung durian is 94% while the percentage of student responses is 96.6%. Thus it was concluded that the learning media using the Canva application in integrated thematic learning for class V elementary school had been declared valid and practically used in the learning process. Based on the results of the teacher's response and also the results of the responses of students in research schools in schools it can be seen that learning using learning media the percentage of teacher responses at SDN 12 Kampung durian is 94% while the percentage of student responses is 96.6%. Thus it was concluded that the learning media using the Canva application in integrated thematic learning for class V elementary school had been declared valid and practically used in the learning process
这项研究的动机是有限的使用有吸引力和易于理解的数字媒体,可以刺激学生的学习。本研究的目的是使用Canva应用程序制作学习动画视频,用于有效和实用的V - SD类综合主题学习,并确定正在开发的媒体的有效性和实用性。这种类型的研究是开发研究(R&D)。使用由几个阶段组成的4D模型(定义,设计,开发,传播)。由于时间和资金有限,本研究只进行到开发阶段(Develop)。本研究的对象是3名专家,1名教师和27名甘榜榴莲V班学生。使用Canva应用开发学习媒体的研究结果,媒体方面的效度为93.75%,语言方面的效度为95%,材料方面的效度为88%。根据教师的回答结果和学校中研究学校学生的回答结果可以看出,在甘榜榴莲SDN 12,教师使用学习媒体的回答比例为94%,而学生的回答比例为96.6%。综上所述,使用Canva应用程序进行小学五班综合主题学习的学习媒体是有效的,并在学习过程中得到了实际的应用。根据教师的回答结果和学校中研究学校学生的回答结果可以看出,在甘榜榴莲SDN 12,教师使用学习媒体的回答比例为94%,而学生的回答比例为96.6%。综上所述,使用Canva应用程序进行小学五班综合主题学习的学习媒体是有效的,并在学习过程中得到了实际的应用。根据教师的回答结果和学校中研究学校学生的回答结果可以看出,在甘榜榴莲SDN 12,教师使用学习媒体的回答比例为94%,而学生的回答比例为96.6%。综上所述,使用Canva应用程序进行小学五班综合主题学习的学习媒体是有效的,并在学习过程中得到了实际的应用
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引用次数: 1
PENGARUH PENGGUNAAN GADGET TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK SEKOLAH DASAR 使用电子产品对初中生批判性思维能力的影响
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10126
S. Ningsih, Arsan Shanie
The use of gadgets nowadays has penetrated into the word of education including in elementary schools. Many parents facilitate their children who are still in elementary school with gadgets for learning media, communication tools, play tools, and to please children. However, these reasons ore not always good. Children will think that gadgets are everything for them. So that these conditions certainly have an impact on children's critical thinking skills. The purpose of this study was to see the effect of using gadgets on the critical thinking skills of grade 6 students at Madarah Ibtidaiyah Nashrul Fajar Meteseh Tembalang. This type of research uses quantitative methods with an ex post facto design. A total of 32 class 6 students were used as research subjects. Observation, questionnaires, tests, and documentation were used as data collection methods. The data analysis method used is the prerequisite test analysis, which consists of a normality test and a linearity test, with a hypothesis test as the final analysis. From the results of statistical analysis tests using SPSS 26 software using the t statistical test, the results obtained are t_count = 3.115 and t_table = 2.042. So that t_count ˃ t_table is 3.115 ˃ 2.042. So H0 is rejected, meaning that variable X (use of gadget) has a significant effect on variable Y (critical thinking skills). So it can be stated that the usage of gadgets is one among the factors influencing the critical thinking abilities of class 6 students at Madrasah Ibtidaiyah Nashrul Fajar Meteseh Tembalang
如今,小工具的使用已经渗透到教育领域,包括小学。许多家长为还在上小学的孩子提供学习媒体、交流工具、游戏工具和取悦孩子的小工具。然而,这些理由并不总是好的。孩子们会认为小玩意就是他们的一切。所以这些条件肯定对孩子的批判性思维能力有影响。本研究的目的是观察使用电子产品对Madarah Ibtidaiyah Nashrul Fajar Meteseh Tembalang小学六年级学生批判性思维能力的影响。这种类型的研究使用定量方法与事后设计。研究对象为6班32名学生。采用观察法、问卷调查法、测试法和文献法收集数据。使用的数据分析方法是前提检验分析,由正态性检验和线性检验组成,并以假设检验作为最终分析。采用SPSS 26软件进行统计分析检验,采用t统计检验,得到t_count = 3.115, t_table = 2.042。因此,t_count的值为3.115。所以H0被拒绝,这意味着变量X(小工具的使用)对变量Y(批判性思维技能)有显著影响。因此可以说,电子产品的使用是影响Madrasah Ibtidaiyah Nashrul Fajar Meteseh Tembalang六班学生批判性思维能力的因素之一
{"title":"PENGARUH PENGGUNAAN GADGET TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK SEKOLAH DASAR","authors":"S. Ningsih, Arsan Shanie","doi":"10.31602/muallimuna.v8i2.10126","DOIUrl":"https://doi.org/10.31602/muallimuna.v8i2.10126","url":null,"abstract":"The use of gadgets nowadays has penetrated into the word of education including in elementary schools. Many parents facilitate their children who are still in elementary school with gadgets for learning media, communication tools, play tools, and to please children. However, these reasons ore not always good. Children will think that gadgets are everything for them. So that these conditions certainly have an impact on children's critical thinking skills. The purpose of this study was to see the effect of using gadgets on the critical thinking skills of grade 6 students at Madarah Ibtidaiyah Nashrul Fajar Meteseh Tembalang. This type of research uses quantitative methods with an ex post facto design. A total of 32 class 6 students were used as research subjects. Observation, questionnaires, tests, and documentation were used as data collection methods. The data analysis method used is the prerequisite test analysis, which consists of a normality test and a linearity test, with a hypothesis test as the final analysis. From the results of statistical analysis tests using SPSS 26 software using the t statistical test, the results obtained are t_count = 3.115 and t_table = 2.042. So that t_count ˃ t_table is 3.115 ˃ 2.042. So H0 is rejected, meaning that variable X (use of gadget) has a significant effect on variable Y (critical thinking skills). So it can be stated that the usage of gadgets is one among the factors influencing the critical thinking abilities of class 6 students at Madrasah Ibtidaiyah Nashrul Fajar Meteseh Tembalang","PeriodicalId":18944,"journal":{"name":"Muallimuna : Jurnal Madrasah Ibtidaiyah","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74504626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PENGEMBANGAN VIDEO PEMBELAJARAN PENDAMPING GAMES EDUKATIF WORDWALL UNTUK MATERI PAI SEKOLAH DASAR WORDWALL小学PAI的教育陪学视频开发
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.9375
A. N. Aeni, Dadan Djuanda, M. Maulana, Rini Nursaadah, S. Sopian
This research is focused on PAI material and the target of this research is elementary school students. The research approach used is a mix method with a development design using a 4-D model formulated from Thiagarajan, Semmel and Semmel. This development model contains 4 steps, namely define, design, develop, and disseminate. Research data was obtained through interviews, questionnaires, and document analysis techniques. This research produces: 1) learning video product design made based on the results of questionnaire analysis of teacher needs for PAI SD learning media and based on PAI SD curriculum analysis by analyzing Basic Competencies. From this basis, learning video products are designed that are in accordance with the characteristics of elementary school students, 2) Products in the form of wordwall companion learning videos that last 8 minutes 44 seconds. 3) Product test results that get an assessment from users with a very good predicate, meaning that the product is very suitabel for use in PAI teaching. From the results of this research, learning videos can be further developed for other materials
本研究以PAI材料为研究对象,以小学生为研究对象。使用的研究方法是混合方法和使用由Thiagarajan, Semmel和Semmel制定的4-D模型的开发设计。该开发模式包含定义、设计、开发和传播4个步骤。通过访谈、问卷调查和文献分析技术获得研究数据。本研究产生:1)基于教师对PAI SD学习媒体需求的问卷分析结果,基于PAI SD课程分析,通过分析基本胜任力得出学习视频产品设计。在此基础上,设计出符合小学生特点的学习视频产品。2)以时长8分44秒的wordwall同伴学习视频形式的产品。3)产品测试结果得到用户评价,谓词很好,说明产品非常适合用于PAI教学。根据本研究的结果,可以进一步开发其他材料的学习视频
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引用次数: 0
GAMIFIKASI BAHASA: MEDIA LITERASI UNTUK SISWA TINGKAT MADRASAH IBTIDAIYAH DI MASA PANDEMI 语言拟人化:大流行病期间伊斯兰伊斯兰学校学生的识字媒介
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.7678
Taufik Arochman, M. D. F. Rizal
One of the ways to achieve literacy skills at Madrasah Ibtidaiyah is with the help of the media. Media literacy in learning is applied to improve the quality of students' listening, reading, writing, and speaking as well as media capable of gaining knowledge. One of the media literacy that can be applied in learning is language gamification activities. The objective of this study was to determine the extent of the benefits of language gamification for students at Madrasah Ibtidaiyah. The method of the research is qualitative, with research data collection techniques using participatory observation, interviews, and documentation. This research was conducted at MI Al Islam Balesari Magelang, with the research subjects were students in grades 3A and 3B with a total of 38 students. The data collected were analyzed and presented descriptively. The activities were carried out online considering the pandemic is still ongoing. The results of this study were, first, the process of using language gamification as a media for student literacy varies with the aim of enriching student vocabulary and, second, language gamification has a positive impact as a media for literacy for students at MI Al Islam Balesari. The activities were carried out effectively and the intended results were very good
在伊比提达耶伊斯兰学校获得识字技能的方法之一是借助媒体的帮助。在学习中运用媒介素养,提高学生的听、读、写、说素质,以及获取知识的媒介能力。语言游戏化活动是一种可以应用于学习的媒介素养。本研究的目的是确定语言游戏化对伊斯兰学校学生的益处程度。研究的方法是定性的,研究数据收集技术使用参与式观察,访谈和文件。本研究在MI Al Islam Balesari Magelang进行,研究对象为3A和3B年级的学生,共38名学生。对收集到的数据进行了分析和描述。考虑到疫情仍在持续,这些活动是在网上进行的。本研究的结果是,首先,使用语言游戏化作为学生识字的媒介的过程与丰富学生词汇的目的不同;其次,语言游戏化作为一种媒介对MI Al Islam Balesari学生的识字产生了积极的影响。这些活动进行得很有效,预期的结果非常好
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引用次数: 0
METODE SISTEMATIC LITERATUR RIVIEW UNTUK ANALISIS KESESUAIAN PENGEMBANGAN MEDIA BELAJAR PADA KURIKULUM MERDEKA 对免费课程中学习媒体发展兼容性分析的系统化文献分析方法
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10167
Faisal Arief Ramadhan, Yusuf Rendi Wibowo, I. Irfan, Kharisma Romadhon
This study aims to assess the appropriateness of learning resources produced with the use of independent, curriculum-based R&D research. This study falls within the qualitative research category since it makes use of phenomenological methods. The data in this study were examined using the data analysis technique known as the systematic literature review, or SLR (SLR). By employing a systematic literature review strategy, where each step is outlined, researchers may methodically scan reviews and locate articles. Researchers must gather and then filter journal articles from Google Scholar, SINTA, DOAJ, and Scopus in order to finish the study. The articles are then gathered and archived between 2021 and 2022 using the year of publication criterion. 216 articles that are closely linked to the keywords used were chosen by the researchers from a range of publications. The researcher's next step is to gather research and development-related papers as part of a research plan to provide educational materials for a self-contained curriculum. The results of this study are utilized to develop the final conclusions of 15 journal articles that may be employed in an autonomous curriculum for learning at the primary school level. 15 educational resource articles are created using the ADDIE paradigm. Video animations, interactive PowerPoint slide shows, comic books, Macro Media Flash, Android applications, and Articulate Storylines are just a few of the eight various instructional media forms that may be used
本研究旨在评估使用独立的、基于课程的研发研究所产生的学习资源的适当性。本研究采用现象学方法,属于定性研究范畴。本研究中的数据使用被称为系统文献回顾(SLR)的数据分析技术进行检查。通过采用系统的文献综述策略,其中每一步都是概述,研究人员可以有条不紊地扫描评论和定位文章。研究人员必须从Google Scholar、SINTA、DOAJ和Scopus中收集并过滤期刊文章,才能完成研究。然后,按照出版年份的标准,在2021年至2022年之间收集并存档这些文章。研究人员从一系列出版物中选择了216篇与关键词密切相关的文章。研究人员的下一步是收集与研究和发展相关的论文,作为研究计划的一部分,为一个独立的课程提供教育材料。本研究的结果被用来发展15篇期刊文章的最终结论,这些文章可能被用于小学水平的自主学习课程。使用ADDIE范例创建了15篇教育资源文章。视频动画、交互式PowerPoint幻灯片、漫画书、宏媒体Flash、Android应用程序和清晰的故事情节只是可能使用的八种不同教学媒体形式中的一小部分
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引用次数: 0
PENGEMBANGAN BUKU AJAR TEMATIK BERBASIS WAHDATUL ULUM BAGI SISWA KELAS V MADRASAH IBTIDAIYAH
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.9341
Sapri Sapri, Lailatun Nur Kamalia Siregar, Riris Nur Kholidah Rambe, Salsabila Hasibuan
This research aims to produce and develop thematic textbooks based on wahdatul ulum on theme 6: Human and Animal Organs, sub-theme 1: The Human Body, sub-theme 2: Organs of Humans and Animals, and sub-theme 3: How to Live Humans, Animals, and Plants in class V Madrasah Ibtidaiyah and to determine the feasibility of the developed wahdatul ulum-based thematic textbooks. This development uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research begins with needs analysis, designing teaching materials, then developing teaching materials, then validating by experts, revising the product, after that conducting product trials (implementing) thematic textbooks based on wahdatul ulum on predetermined respondents. The total average value of the validation results from material, media, and language experts shows that thematic textbooks based on Wahdatul Ulum are very appropriate to use with an average percentage gain of 85%. At the try-out phase, two stages were carried out, namely small group tryouts of 6 students and large group tryouts of 25 students, the student response was 92.59% and gave a very good response to the wahdatul ulum-based thematic textbooks used. According to the results of the research, it was concluded that the thematic textbooks based on wahdatul ulum had been tested for validity, practicality, effectiveness and were very suitable for students to use for learning
本研究的目的是根据主题6:人体和动物器官、子主题1:人体、子主题2:人类和动物的器官、子主题3:如何在五年级伊斯兰学校中生存人类、动物和植物,制作和编写主题教科书,并确定所开发的基于主题教科书的可行性。这个开发使用了ADDIE模型(分析、设计、开发、实现、评估)。本研究从需求分析、教材设计、教材开发、专家验证、产品修改开始,再以预先确定的被调查者为对象,进行主题教材的产品试制(实施)。材料、媒体和语言专家验证结果的总平均值表明,基于Wahdatul Ulum的主题教科书非常适合使用,平均百分比增益为85%。在试读阶段,进行了6人小组试读和25人小组试读两个阶段,学生的反应率为92.59%,学生对所使用的基于文本的主题教材的反应非常好。研究结果表明,基于waul的主题教材经过了效度、实用性、有效性的检验,非常适合学生学习使用
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引用次数: 0
PENGARUH KOMIK ONLINE BERBASIS MEDIA SOSIAL UNTUK SOSIALISASI ANTI NARKOBA TERHADAP KARAKTER SISWA SEKOLAH DASAR 反毒品社会化在线漫画对小学生角色的影响
Pub Date : 2023-04-27 DOI: 10.31602/muallimuna.v8i2.10118
R. Irman, Adisti Yuliastrin, Rian Vebrianto
Substance misuse is a problem that frequently arises among teenagers, particularly among pupils in primary school. In elementary school, the teaching focuses primarily on increasing students' knowledge and abilities, with very little attention paid to the students' moral and ethical development. Thus, the erosion of students' moral fiber will result in the country's failure to produce productive citizens in the following generation. The goal of this research was to investigate the influence that reading comics online has on the personalities of elementary students. In this work, experimental research, specifically quasi-experimental research, is used. Researchers use a method called random sampling to decide the sample they will use. Students in grade four of elementary schools served as the population for the sample. The control and experimental classes each had 22 students. This study used a Likert-scale questionnaire. This study endeavor analyzed data using descriptive analysis, normality, paired sample t-tests, and SPSS 16-assisted homogeneity tests. The Sig. (2tailed) value of the paired sample t-test is 0.000<0.05, so Online Comic Learning Media does affect student character. The findings of this study imply that it is reasonable to expect teachers to be able to employ learning media that is both interesting and concrete, as well as to be accompanied by technology; one of the choices is making use of comics
药物滥用是青少年中经常出现的问题,特别是在小学生中。在小学,教学主要侧重于增加学生的知识和能力,很少关注学生的道德和伦理发展。因此,学生道德品质的侵蚀将导致国家无法在下一代培养出有生产力的公民。本研究旨在探讨网络漫画阅读对小学生性格的影响。在这项工作中,实验研究,特别是准实验研究,被使用。研究人员使用一种称为随机抽样的方法来决定他们将使用的样本。样本的总体为小学四年级学生。控制班和实验班各有22名学生。本研究采用李克特量表问卷。本研究尝试使用描述性分析、正态性、配对样本t检验和SPSS 16辅助齐性检验来分析数据。配对样本t检验的Sig. (2tailed)值为0.000<0.05,因此在线漫画学习媒体确实影响学生的性格。本研究的结果表明,期望教师能够使用既有趣又具体的学习媒体,并辅以技术是合理的;其中一个选择是利用漫画
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Muallimuna : Jurnal Madrasah Ibtidaiyah
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